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Pleistorm

Member Since 16 Jan 2008
Offline Last Active Jan 15 2014 08:41 AM
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#4986039 Real Time Tactics game design

Posted by Pleistorm on 02 October 2012 - 06:41 AM

Strategy is when some places (terrain, buildings, mines) gives advantage to the war/battle. So no need to gather resources and build buildings to be a strategy. COH is strategy too because you have to think carefully which point to capture and to use positions - houses, walls, etc.
In the real world generals are strategists but they are not collecting resources.
I would say that RTS has 3 elements (or more):
- military - battles, units/buildings producing and upgrading
- economical - resource management...
- science exploring - exploring some trees with updates or new units.
I myself usually am looking for battles (like in Sudden strike) but most RTS requires attention to what and when to be produced, upgrades, economy stuff... I am feeling somehow a director or manager of a factory for clothes or cars.
The general is looking more generally to the eventsPosted Image Which means he things for the strategy, not for every small thing. Small things causes fight between the player and the game where the player needs to click fast on many things in many places.
In short I don't like too much the economical aspect of RTS. I prefer to fight and build defensive structures instead of mills, storages, peasants and taking care of the incomes, outcomes, salaries, new boots for the personnel, the new promotion for the accountant, a driver lost his license and I have to find new for him, looking for the telephone number of gasstations director...


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